Learn the ART of Video Games
What you'll learn
- You will have a solid understanding of art fundamentals, the complete video game art pipeline and how to take a concept image and turn it into a 3D scene.
- You will learn how to conceptualise a 3D scene.
- You will break down the concept, grey box the scene and build it in Unity.
- You will build, texture and light the final scene.
- You should have a keen interest in video game environment art. It would be beneficial if you had a basic understanding of art fundamentals. You should certainly play games and if you stare in awe at your games, and wonder how on earth they created such stunning scenes, then you can find out right here. This course is more art focused than it is technical.
Updated March 2020.
I have added a new section added to include Substance Alchemist (SA), the replacement for B2M. I have not removed the B2M lectures, they are still there if you wish to learn it as well as SA. I have also included many tweaks and updates in various parts of this ever growing course, which now sits at 44 hours of invaluable content. Enjoy.
Creating environment art for video games can be a technical endeavor, but at its core, it's an art form. Simply pulling assets from an online store, and dropping them into an off the shelf game engine isn't enough in today's competitive industry. You need fundamental art skills, and if you want to stand out from the crowd... you need to create your own art and present your skills.
With 30 years of game development experience in an art and design capacity, I will show you, from an artist's perspective, how to create your own game ready 3D scene from scratch, as if you were working in an industry studio. You will start literally from a blank page, go through art fundamentals and the whole asset creation process, and use that knowledge to construct a visually stunning 3D game environment presented in Unity. You will create every asset yourself. You will not be using library assets.
Creating art is at the heart of this course, but creating visuals is not just about the art, it's also about the ideas and the design that spawn the art. You will start at the beginning, at the design phase, and learn how to extract art related information from a game design document and create a map for your scene.
Create an art brief for your own project.
Create a Map / Level design.
To create stunning concept art, you need a firm understanding of art fundamentals.
The Horizon Line
1, 2 and 3 point perspective
Light, shadow and value
I will then take you through the process of creating concept art, and show you techniques you can use to create quick speed paintings based on the fundamentals you have learned.
Create Concept art from scratch
You will break down the visual brief and the concept art into assets and create a plan to build them yourself to a professional standard. With that behind you, you will move into the biggest part of the course, building your scene.
Learn to use 3DS Max and Substance Painter.
If you're a beginner, I will teach you how to use 3DS Max, an industry standard modelling package. If you're intermediate and you know how to use it, you can skip this part. But once you've mastered the basics, you'll begin creating a white box environment based on the design and the concept in previous lectures.
Create white box environments using basic modelling techniques.
Finally we'll move into more advanced modelling and UV mapping techniques, and build ALL the components for our scene, using our white box as a guide. We'll create PBR textures in Substance Painter; export everything from 3DS Max, and drop it into Unity where we'll build the scene using the assets you have created.
Create detailed, final assets
Create textures in Substance Painter
Build and light the scene in Unity
This course is perfect for anybody seriously wishing to pursue a career as an environment artist in the games industry and would like to experience the process and pipeline from scratch.
It's suitable for beginners to Intermediate levels.The more advanced artists may find that you're going over old ground in some areas, but it can still be a worthy refresher course. Over time, the course will get regular updates and keep on trend with industry techniques and standards. New content will also be added in the future.
This IS NOT an animation course and it IS NOT a character modelling course. Both of those are very specific disciplines within the game industry, and here, we are primarily focusing on highly detailed, quality, environment creation.
Who this course is for:
- This course is aimed at beginner and intermediate 3D environment artists, who is interested in learning how to create top quality environments for video games.
I designed, wrote and sold my first game on the Commodore 64 and have spent 30 years working in the video games industry as an artist, designer and writer.
I have developed games from the 8 bit Commodore 64 era through the 16 bit Amiga and consoles, like the SNES and SEGA Megadrive, right up to current day hardware.
I have worked for some of the top game companies like Ocean Software, Virgin Interactive Entertainment and Westwood Studios, and I've worked on many high profile products such as 'The Lion King' and 'Pinocchio' for Disney, Vita Pets and EyePet for Sony among many others. My current studio also worked on some key titles like 'Little Big Planet' and 'Motorstorm' for Sony, to name a few.
I now work in the industry as a Creative Director, working with the latest software and hardware for all current consoles, mobile devices and PC.